randomind wrote: »
yes, we have used gloss maps for every asset made. without them pbs would not work properly.
Brygelsmack wrote: »
Really? Isn't that pretty wasteful for things like piles of rubble, and other small props like wooden barrels, crates, jars etc, that just have simple textures to begin with? Can you explain the purpose of using gloss maps for assets like these? Also what textures resolutions were you using?
malcolm wrote: »
Has the Maya to Crytek engine pipeline come a long way during the development of this game? If so are the changes being back integrated into the home personal use version of crytek engine?
synergy11 wrote: »
Random question: Was the vegetation outsourced, or was that done in-house?
ArminChaudhry wrote: »
the character art team
JWalk wrote: »
Very nicely done! So, for clarity, are the puddles and rifts applied as decals within the engine then?
rollin wrote: »
One smaller question: Do you create special alpha maps for every decal-version of such textures or do you have a library of generics for them?